public P_BattleMap(List <TilerIsADummy.IEntity> entitylist, P_TileArray tilearray, IP_UpdateManager updater, P_Render renderer) { TheMap = tilearray; MapEntity = entitylist; Updater = updater; Renderer = renderer; _Render = new PrototypeComponents.P_RenderComponent(); this.AcceptP_Render(Renderer); this.AcceptUpdater(Updater); Active = true; this.ActiveFaction = EntityFaction.Player; for (int i = 0; i < entitylist.Count; i++) { entitylist[i].MyMap = TheMap; entitylist[i].AcceptP_Render(renderer); entitylist[i].AcceptUpdater(updater); } foreach (EntityActor thing in entitylist) { thing.ActiveState = EntityCharacterState.Active; } for (int i = 0; i < tilearray.MyTiles.Length; i++) { tilearray.MyTiles[i].AcceptP_Render(renderer); tilearray.MyTiles[i].Render.OffsetBoss = this; } PlaceActorsOnMap(entitylist); GiveFactionActorsATurn(); MyState = new P_BMSPlayerSelectingTile(this); //tilearray.AcceptUpdater(updater); }
public void Kill() { TheMap.DismissP_Render(this.Renderer); TheMap.Render = null; for (int i = 0; i < TheMap.MyTiles.Length; i++) { TheMap.MyTiles[i].DismissP_Render(this.Renderer); TheMap.MyTiles[i].Render = null; TheMap.MyTiles[i] = null; } TheMap.MyTiles = null; this.DismissP_Render(this.Renderer); this.DismissUpdater(this.Updater); for (int i = 0; i < MapEntity.Count; i++) { MapEntity[i].DismissUpdater(Updater); MapEntity[i].DismissP_Render(this.Renderer); MapEntity[i] = null; } TheMap = null; MapEntity = null; MyState = null; }